554 lines
19 KiB
C#
554 lines
19 KiB
C#
using FarseerPhysics;
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using FarseerPhysics.Collision;
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using FarseerPhysics.Common;
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using FarseerPhysics.Common.Decomposition;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Voronoi2;
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namespace Barotrauma
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{
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class SubmarineBody
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{
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public const float DamageDepth = -30000.0f;
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//private const float PressureDamageMultiplier = 0.001f;
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private const float DamageMultiplier = 50.0f;
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private const float Friction = 0.2f, Restitution = 0.0f;
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public List<Vector2> HullVertices
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{
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get;
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private set;
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}
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private float depthDamageTimer;
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private readonly Submarine submarine;
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public readonly PhysicsBody Body;
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List<PosInfo> memPos = new List<PosInfo>();
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public Rectangle Borders
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{
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get;
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private set;
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}
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public Vector2 Velocity
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{
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get { return Body.LinearVelocity; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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Body.LinearVelocity = value;
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}
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}
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public Vector2 Position
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{
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get { return ConvertUnits.ToDisplayUnits(Body.SimPosition); }
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}
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public List<PosInfo> MemPos
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{
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get { return memPos; }
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}
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public bool AtDamageDepth
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{
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get { return Position.Y < DamageDepth; }
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}
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public SubmarineBody(Submarine sub)
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{
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this.submarine = sub;
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Body farseerBody = null;
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if (!Hull.hullList.Any())
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{
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Body = new PhysicsBody(1,1,1,1);
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farseerBody = Body.FarseerBody;
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DebugConsole.ThrowError("WARNING: no hulls found, generating a physics body for the submarine failed.");
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}
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else
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{
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List<Vector2> convexHull = GenerateConvexHull();
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HullVertices = convexHull;
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for (int i = 0; i < convexHull.Count; i++)
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{
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convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
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}
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convexHull.Reverse();
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//get farseer 'vertices' from vectors
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Vertices shapevertices = new Vertices(convexHull);
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AABB hullAABB = shapevertices.GetAABB();
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Borders = new Rectangle(
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(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
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farseerBody = BodyFactory.CreateBody(GameMain.World, this);
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != submarine) continue;
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Rectangle rect = wall.Rect;
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FixtureFactory.AttachRectangle(
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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50.0f,
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ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
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farseerBody, this);
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}
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine != submarine) continue;
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Rectangle rect = hull.Rect;
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FixtureFactory.AttachRectangle(
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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5.0f,
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ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
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farseerBody, this);
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}
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}
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farseerBody.BodyType = BodyType.Dynamic;
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farseerBody.CollisionCategories = Physics.CollisionWall;
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farseerBody.CollidesWith =
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Physics.CollisionItem |
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Physics.CollisionLevel |
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Physics.CollisionCharacter |
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Physics.CollisionProjectile |
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Physics.CollisionWall;
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farseerBody.Restitution = Restitution;
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farseerBody.Friction = Friction;
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farseerBody.FixedRotation = true;
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//mass = Body.Mass;
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farseerBody.Awake = true;
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farseerBody.SleepingAllowed = false;
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farseerBody.IgnoreGravity = true;
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farseerBody.OnCollision += OnCollision;
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farseerBody.UserData = submarine;
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Body = new PhysicsBody(farseerBody);
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}
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private List<Vector2> GenerateConvexHull()
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{
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if (!Structure.WallList.Any())
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{
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return new List<Vector2> { new Vector2(-1.0f, 1.0f), new Vector2(1.0f, 1.0f), new Vector2(0.0f, -1.0f) };
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}
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List<Vector2> points = new List<Vector2>();
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != submarine) continue;
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points.Add(new Vector2(wall.Rect.X, wall.Rect.Y));
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points.Add(new Vector2(wall.Rect.X + wall.Rect.Width, wall.Rect.Y));
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points.Add(new Vector2(wall.Rect.X, wall.Rect.Y - wall.Rect.Height));
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points.Add(new Vector2(wall.Rect.X + wall.Rect.Width, wall.Rect.Y - wall.Rect.Height));
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}
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List<Vector2> hullPoints = MathUtils.GiftWrap(points);
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return hullPoints;
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}
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public void Update(float deltaTime)
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{
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if (GameMain.Client != null)
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{
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//if (memPos.Count > 1 && Vector2.Distance(memPos[1].Position, Body.SimPosition) > 5.0f)
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//{
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// Vector2 moveAmount = ConvertUnits.ToDisplayUnits(memPos[1].Position - Body.SimPosition);
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// ForceTranslate(moveAmount);
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// DisplaceCharacters(moveAmount);
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// foreach (Submarine sub in submarine.DockedTo)
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// {
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// sub.SubBody.ForceTranslate(moveAmount);
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// sub.SubBody.DisplaceCharacters(moveAmount);
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// }
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// memPos.RemoveRange(0, 2);
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//}
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//else
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Vector2 newVelocity = Body.LinearVelocity;
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Vector2 newPosition = Body.SimPosition;
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Body.CorrectPosition(memPos, deltaTime, out newVelocity, out newPosition);
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Vector2 moveAmount = ConvertUnits.ToDisplayUnits(newPosition - Body.SimPosition);
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List<Submarine> subsToMove = new List<Submarine>() { this.submarine };
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subsToMove.AddRange(submarine.DockedTo);
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Submarine closestSub = null;
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if (Character.Controlled == null)
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{
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closestSub= Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter);
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}
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else
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{
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closestSub = Character.Controlled.Submarine;
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}
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bool displace = moveAmount.Length() > 100.0f;
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foreach (Submarine sub in subsToMove)
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{
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sub.PhysicsBody.SetTransform(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
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sub.PhysicsBody.LinearVelocity = newVelocity;
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if (displace) sub.SubBody.DisplaceCharacters(moveAmount);
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}
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if (closestSub != null && subsToMove.Contains(closestSub))
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{
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GameMain.GameScreen.Cam.Position += moveAmount;
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if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) GameMain.GameScreen.Cam.TargetPos += moveAmount;
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if (Character.Controlled!=null) Character.Controlled.CursorPosition += moveAmount;
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}
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return;
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}
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//if outside left or right edge of the level
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if (Position.X < 0 || Position.X > Level.Loaded.Size.X)
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{
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Rectangle worldBorders = Borders;
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worldBorders.Location += Position.ToPoint();
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//push the sub back below the upper "barrier" of the level
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if (worldBorders.Y > Level.Loaded.Size.Y)
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{
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Body.LinearVelocity = new Vector2(
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Body.LinearVelocity.X,
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Math.Min(Body.LinearVelocity.Y, ConvertUnits.ToSimUnits(Level.Loaded.Size.Y - worldBorders.Y)));
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}
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}
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//-------------------------
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Vector2 totalForce = CalculateBuoyancy();
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if (Body.LinearVelocity.LengthSquared() > 0.000001f)
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{
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float dragCoefficient = 0.01f;
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float speedLength = (Body.LinearVelocity == Vector2.Zero) ? 0.0f : Body.LinearVelocity.Length();
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float drag = speedLength * speedLength * dragCoefficient * Body.Mass;
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totalForce += -Vector2.Normalize(Body.LinearVelocity) * drag;
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}
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ApplyForce(totalForce);
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UpdateDepthDamage(deltaTime);
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}
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/// <summary>
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/// Moves away any character that is inside the bounding box of the sub (but not inside the sub)
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/// </summary>
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/// <param name="subTranslation">The translation that was applied to the sub before doing the displacement
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/// (used for determining where to push the characters)</param>
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private void DisplaceCharacters(Vector2 subTranslation)
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{
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Rectangle worldBorders = Borders;
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worldBorders.Location += ConvertUnits.ToDisplayUnits(Body.SimPosition).ToPoint();
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Vector2 translateDir = Vector2.Normalize(subTranslation);
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.CurrentHull != null && c.AnimController.CanEnterSubmarine) continue;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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//if the character isn't inside the bounding box, continue
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if (!Submarine.RectContains(worldBorders, limb.WorldPosition)) continue;
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//cast a line from the position of the character to the same direction as the translation of the sub
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//and see where it intersects with the bounding box
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Vector2? intersection = MathUtils.GetLineRectangleIntersection(limb.WorldPosition,
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limb.WorldPosition + translateDir*100000.0f, worldBorders);
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//should never be null when casting a line out from inside the bounding box
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Debug.Assert(intersection != null);
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//"+ translatedir" in order to move the character slightly away from the wall
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c.AnimController.SetPosition(ConvertUnits.ToSimUnits(c.WorldPosition + ((Vector2)intersection - limb.WorldPosition)) + translateDir);
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return;
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}
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}
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}
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private Vector2 CalculateBuoyancy()
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{
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float waterVolume = 0.0f;
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float volume = 0.0f;
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine != submarine) continue;
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waterVolume += hull.Volume;
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volume += hull.FullVolume;
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}
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float waterPercentage = volume==0.0f ? 0.0f : waterVolume / volume;
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float neutralPercentage = 0.07f;
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float buoyancy = neutralPercentage - waterPercentage;
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if (buoyancy > 0.0f) buoyancy *= 2.0f;
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return new Vector2(0.0f, buoyancy * Body.Mass * 10.0f);
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}
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public void ApplyForce(Vector2 force)
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{
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Body.ApplyForce(force);
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}
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public void SetPosition(Vector2 position)
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{
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Body.SetTransform(ConvertUnits.ToSimUnits(position), 0.0f);
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}
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private void UpdateDepthDamage(float deltaTime)
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{
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if (Position.Y > DamageDepth) return;
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float depth = DamageDepth - Position.Y;
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depthDamageTimer -= deltaTime;
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if (depthDamageTimer > 0.0f) return;
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != submarine) continue;
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if (wall.Health < depth * 0.01f)
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{
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Explosion.RangedStructureDamage(wall.WorldPosition, 100.0f, depth * 0.01f);
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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{
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GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, Math.Min(depth * 0.001f, 50.0f));
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}
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}
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}
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depthDamageTimer = 10.0f;
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}
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public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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{
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Limb limb = f2.Body.UserData as Limb;
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if (limb!= null)
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{
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bool collision = HandleLimbCollision(contact, limb);
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if (collision && limb.Mass > 100.0f)
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{
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Vector2 normal = Vector2.Normalize(Body.SimPosition - limb.SimPosition);
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float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 50.0f) / 5.0f;
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ApplyImpact(impact * Math.Min(limb.Mass / 200.0f, 1), -normal, contact);
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}
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return collision;
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}
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VoronoiCell cell = f2.Body.UserData as VoronoiCell;
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if (cell != null)
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{
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var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
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float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
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ApplyImpact(wallImpact, -collisionNormal, contact);
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Vector2 n;
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FixedArray2<Vector2> particlePos;
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contact.GetWorldManifold(out n, out particlePos);
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int particleAmount = (int)(wallImpact*10.0f);
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for (int i = 0; i < particleAmount; i++)
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{
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GameMain.ParticleManager.CreateParticle("iceshards",
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ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
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Rand.Vector(Rand.Range(50.0f,500.0f)) + Velocity);
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}
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return true;
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}
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Submarine sub = f2.Body.UserData as Submarine;
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if (sub != null)
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{
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Debug.Assert(sub != submarine);
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Vector2 normal;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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if (contact.FixtureA.Body == sub.SubBody.Body.FarseerBody)
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{
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normal = -normal;
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}
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float massRatio = sub.SubBody.Body.Mass / (sub.SubBody.Body.Mass + Body.Mass);
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ApplyImpact((Vector2.Dot(Velocity - sub.Velocity, normal) / 2.0f)*massRatio, normal, contact);
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return true;
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}
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return true;
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}
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private bool HandleLimbCollision(Contact contact, Limb limb)
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{
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if (limb.character.Submarine != null) return false;
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Vector2 normal2;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal2, out points);
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Vector2 normalizedVel = limb.character.AnimController.Collider.LinearVelocity == Vector2.Zero ?
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Vector2.Zero : Vector2.Normalize(limb.character.AnimController.Collider.LinearVelocity);
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Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - normal2);
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Hull newHull = Hull.FindHull(targetPos, null);
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if (newHull == null)
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{
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targetPos = ConvertUnits.ToDisplayUnits(points[0] + normalizedVel);
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newHull = Hull.FindHull(targetPos, null);
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if (newHull == null) return true;
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}
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var gaps = newHull.ConnectedGaps;
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targetPos = limb.character.WorldPosition;
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Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 200.0f);
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if (adjacentGap==null) return true;
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var ragdoll = limb.character.AnimController;
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ragdoll.FindHull(newHull.WorldPosition, true);
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return false;
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}
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private void ApplyImpact(float impact, Vector2 direction, Contact contact)
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{
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if (impact < 3.0f) return;
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Vector2 tempNormal;
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FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
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contact.GetWorldManifold(out tempNormal, out worldPoints);
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Vector2 lastContactPoint = worldPoints[0];
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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{
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GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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}
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Vector2 impulse = direction * impact * 0.5f;
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float length = impulse.Length();
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if (length > 5.0f) impulse = (impulse / length) * 5.0f;
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foreach (Character c in Character.CharacterList)
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{
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if (c.Submarine != submarine) continue;
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if (impact > 2.0f) c.StartStun((impact - 2.0f) * 0.1f);
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foreach (Limb limb in c.AnimController.Limbs)
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{
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limb.body.ApplyLinearImpulse(limb.Mass * impulse);
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}
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c.AnimController.Collider.ApplyLinearImpulse(c.AnimController.Collider.Mass * impulse);
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}
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine != submarine || item.CurrentHull == null ||
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item.body == null || !item.body.Enabled) continue;
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item.body.ApplyLinearImpulse(item.body.Mass * impulse);
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}
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var damagedStructures = Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
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//play a damage sound for the structure that took the most damage
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float maxDamage = 0.0f;
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Structure maxDamageStructure = null;
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foreach (KeyValuePair<Structure,float> structureDamage in damagedStructures)
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{
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if (maxDamageStructure == null || structureDamage.Value > maxDamage)
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{
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maxDamage = structureDamage.Value;
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maxDamageStructure = structureDamage.Key;
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}
|
|
}
|
|
|
|
if (maxDamageStructure != null)
|
|
{
|
|
SoundPlayer.PlayDamageSound(
|
|
DamageSoundType.StructureBlunt,
|
|
impact * 10.0f,
|
|
ConvertUnits.ToDisplayUnits(lastContactPoint),
|
|
MathHelper.Clamp(maxDamage * 4.0f, 1000.0f, 4000.0f),
|
|
maxDamageStructure.Tags);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|